ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

The following have values of +1 to +10 (except melee defense which is +1 to +2)

Constrictor Cloth (Bleed Defense)

Myoflex (Dance/Music Wound Healing)

Confidence Cloth (Warcry/Intimidate)

Visual Camouflage (cover)

Scent Camouflage (mask scent/ranger cammo)

Passive Tranquilizers (creature taming)

Passive Bio Sensors (medical healing)

Toughened Fibers (stun defense/melee defense)

"Advanced" Tissues:

The following have values of +10 to +20 (except melee defense which is +2 to +4)

Enhanced Myoflex (dance/music wound healing)

Coaguland Agents (bleed defense)

Scent Neutralization (mask scent/ranger cammo)

Active Tranquilizers (creature taming)

Active Bio Sensors (medical healing)

Mimetic Circuitry (cover)

Tensile Resistance (stun defense/melee defense)

Fear Release (warcry/intimidate)

Q: I want to have some clothing made with the above bonuses in it. Where do I go?

A: you must visit a tailor, and ask for their help.

Q: How do I add bio-tissues to clothing? I am a tailor and have many questions about that.

A: See the FAQ in the tailor forum, for all that information. There is also a handy summary available here.

Q: What about pistol speed, knockdown defense, and all the other ones that I want to buy?

A: They are not craftable. You must find skill tapes and insert those into socketed clothing.

Message Edited by ArthurDentOnBria on 02-21-200503:21 PM

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

At the moment, there are 12 different types of additives that can be made by Bio-Engineers for use by Chefs in food production. These 12 types are broken down into three types (Light / Medium / Heavy) in four categories (Nutrients / Flavour / Batch / Mass). Each category has a different effect on the final food item that is produced. Certain types can only be used in certain foods / drinks, e.g. Lights are used in Synthsteak, mediums in Vasarian Brandy and heavies in Bivoli Tempari - therefore you couldn't use heavies in synthsteak. However, you can use smaller additives in products that can take larger additives. So for instance, Brandy can take lights and mediums, bivoli can take lights, mediums and heavies and synthsteak can only take lights.

I will break down the additives into categories, list their effect on the food, what resources they require and also their bonus range.

Light Additives

Micronutrient Supplement

Nutrients (Potency)

20 x Organic

15 x Flora Food

15 x Meat

30 - 60 Bonus

Multisaccharide Dimate

Flavour (Duration)

20 x Organic

20 x Milk

25 x Flora Food

10 - 30 Bonus

Hyper Yeast Additive

Batch (Quantity)

20 x Organic

20 x Cereal

20 x Wild Meat

100 - 200 Bonus

Carboreductive Catalyst

Mass (Filling)

20 x Organic

20 x Wild Meat

20 x Domesticated Meat

5 - 15 Bonus

Medium Additives

Broadspectrum Nutrient

Nutrients (Potency)

35 x Organic

25 x Flora Food

20 x Meat

60 - 90 Bonus

Multisaccharide Tetramate

Flavour (Duration)

35 x Seeds

30 x Milk

30 x Flora Food

30 - 50 Bonus

Hyper Yeast Concentrate

Batch (Quantity)

25 x Organic

20 x Cereal

20 x Wild Meat

200 - 300 Bonus

Caloric Conversion Supplement

Mass (Filling)

35 x Seeds

35 x Wild Meat

30 x Domesticated Meat

15 - 30 Bonus

Heavy Additives

Intelligent Nanonutrient

Nutrients (Potency)

55 x Organic

35 x Flora Food

20 x Meat

90 - 120 Bonus

Multisaccharide Pentamate

Flavour (Duration)

35 x Berries

40 x Milk

45 x Flora Food

50 - 70 Bonus

Edible Nano Constructors

Batch (Quantity)

25 x Vegetables

40 x Cereal

30 x Wild Meat

300 - 400 Bonus

Carbocaloric Eliminator

Mass (Filling)

35 x Fruit

45 x Wild Meat

40 x Domesticated Meat

30 - 50 Bonus

It should be noted that as of writing this, that the listed weightings of 33% OQ / 33% PE / 33% FL are INCORRECT and the correct values are 50% OQ / 30% PE / 20% FL.

Many people have asked how good their additives are, in would be far too lengthy to compose a scale for every additive, however, here is a scale that has been adopted by the BE community for BSNs (Broadspectrum Nutrients):

90 - Perfect

89 - Outstanding

88 - Excellent

87 - Very good

86 - Good

85 - Above Average

84 - Average

83 - Below Average

82 - O.K.

81 - Poor

80 - Low Quality

<80 - Tends to be unsellable

In my experience, most Chefs like their BSNs to be around 85/86 mark and are very pleased to buy 87/88s off you.

As with tailor tissues, high OQ wood can be used in place of Flora to raise the quality of additives as long as the PE/FL of the other resources are high enough as the wood assumes null values for PE/FL. Let me explain with the following example:

You want to make some BSNs. You have some fungi with 800/800/800 stats (OQ/PE/FL respectively) and some carnivore meat with 850/850/850 stats. When calculated it would give an average quality of 812, resulting in a respectable 84 bonus BSN. However, you notice that you have some soft wood lying around with 900 OQ and you use it in your next BSN. With the wood in place of the fungi in the organic slot, the average quality has now reached 839 which means your BSN now has a bonus of an even more respectable 85. You should note that using wood is not always preferble. When using low quality meat, it is vital to use high quality flora to raise the final bonus of the BSN.

99% of all additives sold by BEs are nutrients (MNS / BSN / INN), these improve the buff stat of food and is the main stat that people look for when buying food. However, chefs may ask for other additives such as Multisaccharide Tetramate (duration) which creates instant burst-run food Parwan Nutricake.

Additives FAQ

Q: How do additives work?

A: They act as percentage bonus to the final product. For instance (and thanks to sciguyCO for this), Brandy's base stat is around 200 ish and the average BSN bonus is around +84. This does not add 84 to the base stat - this would make the brandy's final value 284 - instead it adds a 84% bonus resulting in a 368 potency brandy. That is why for most products, the higher the potency the better. However, for foods such as Havla where anything over 100 is pointless, lower end additives can be used which is more economical and also supports BEs who are struggling to create higher end additives, so don't be discouraged if you can't break 84.

NB: Some chefs complain that 85s are not good enough and want at least 87s - it should be noted that the difference between these two are so neglible that the difference is about 6 points worth of potency and since most BEs charge a considerable amount more for 87s, 85s should be prefered if costs are too kept to a minimum.

Q: How good will my tissues be if I choose BE 0404 instead of MBE?

A: Without master, it means you get +75 experimentation or 7 experimentation points. With perfect (1000 OQ / 1000 PE / 1000 FL) resources a Master can get a BSN upto +90. Because of the 3 lost experimentation points, this is reduced to a maximum of 79% which means a final bonus of 84. Realistically, this means that even with extremely good resources (which would allow a MBE to make 88/89) you will only get 82/83, which would knock about 15 points of potency of your Brandy. It should also be noted that you lose the ability to craft INNs and have an increased chance of critically failing, failing during experimentation and getting poorer assemblies.

Q: How should I price my additives?

A: It's far too hard to comment on pricing here as it varies from server-to-server and it seems to be a very volatile market with prices varying by up to 40% month-to-month. Your best chance is to ask a fellow BE on your server, check out vendors or use the trade forums. I sold my first two full runs of BSNs on the trade forums, it helped me establish my name and check out how much people are willing to pay for them.

Q: I have a fully stocked vendor but no one buys anything.

A: All additives should be made in large runs, I would say a minimum of 500 units per run. Also, try putting the serial number of the crate into the name when you make the schematic - remember, chefs make all of their food in factories and therefore to save on resources they need identical components and that includes additives.

The trade forums are your friends. Advertise your services / vendors in a clearly layed out post, clearly stating your current stock levels, prices and whether or not you take orders.

Also, try contacting the Chefs directly asking them, politely, if they need any additives and if they need a regular supplier (be sure to slip a waypoint to your vendor in there too).

Location is also very important, trying asking a well known crafter if you can place a vendor in their shop or perhaps finding a place of your own outside a large city / through-fare can also drum up a lot of business.

Q: I can't keep up with orders, I just don't have enough meat!

A: Large quantities of high quality meat can be hard to come by sometimes, but there are ways to get around it. Check the current dath carnivore meat, if its half decent then go hunt enraged rancors. This stuff drops off them like leaves in Autumn and is not difficult to come back with 25-30k of it per buff session with a master in an elite combat profession. Use high quality flora to bring the bonus up if needed. If it is of a low quality, or you simply can't kill rancors then try Dantooine - voritor hunters have crazy pop rates and are easier to kill. Also, don't forget the trade forums. There are rangers / scouts out there looking for meat contracts and many keep stockpiles on them. This is the expensive option as it can deeply cut into profits as doctors and chefs often offering higher prices for the same resources.

Message Edited by ArthurDentOnBria on 02-21-200502:38 PM

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

A: Here is a list of bio-engineered pets. Please note that some pet skins have limitations on how low a level they can be made at.

Q: Are bio-engineered pets full grown when first tamed?

A: no, when first tamed, it will be a baby.

Q: How do I train my pet?

A: you must be a creature handler to train a pet. Please see a creature handler and ask for his assistance.

Q: What is CL?

A: CL stands for challenge level. People who are not creature handlers, can use up to a CL 10 pet, provided it is not an "aggressive" type of animal. Creature handlers can use pets with higher CL, depending on their "max pet level" skill.

Q: I'm not a creature handler, and I just bought a pet that is CL 10 or below, but I cannot call it. Is it broken?

A: most likely it is a creature that has an "aggressive" skin. If that is the case, then by design, such creatures can only be called by creature handlers.

Q: I'm a master creature handler. Why can't I tame this bio-engineered kimo even though it is below CL 70?

A: Creature handlers have a skill mod for taming vicious creatures. That skill capps at 50, so if the pet is over 50, and aggressive, then you must purchase taming clothing in order to tame it.

Q: What does it mean by "aggressive"?

A: Some creatures are aggressive in the wild (seen as red dots on the radar, and attack without being attacked first). See this guide for a list of aggressive creatures.

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

This is the second run of the minimum challenge level list. I ran thru the entire cloning line today and tamed each creation to see what the aggressive stat was. Thanks to all those that pointed me to trouble areas... I could NOT get the woolamander to drop below 10 though I'll have some xmas screenshots of those in a bit heheheh.

To try to ease figuring out what is aggressive and what isn't, I"ve listed "aggressive" after the aggressive pets and color coded the list also. Reds are agro, Greens are not.

Hopefully this list will help you avoid blunders like making a kickbutt non-CH pet template, only to discover the creature has a minimum CL of 15.... or worse getting it under CL10 but it being an aggressive skin keeping the non-CH from taming it.

Further corrections are requested. I'll continue to explore the woolamander, but i just can NOT get it to drop below CL10... though it is aggressive so it is almost a moot point. If you can get one below 10, I"d be very very very interested to know your recipe, experiementation allocations, and experiementation/combine success ratings.

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

Note: This is both a basic and an advanced guide. If you know the basics, skip to section 6. I have tried to proofread this to avoid any fiction on my part, in the form of typos or bad info... if you see any please let me know. I know the title sounds kind of cheesy, but I see an awful lot of false info about this subject (thus the name).

Contents:

1. What is "vitality"?

2. What is a vitality pack?

3. How do I use a vitality pack?

4. What do vitality packs do?

5. How do vitality packs work?

6. So what vitality pack should I use, and when?

7. General Q&A

8. Bio-Engineer Q&A

9. About this guide [collection methods]

10. Raw Vitality data

1. What is "vitality"?

All creature pets have a stat on them called "vitality." You can see this by examining their info in the datapad; a new pet will have 100/100. When a pet is incapacitated, it may receive a deathblow (depending on what you are fighting) - when it does, it will lose 2 points of vitality. So, for instance, the first death a pet suffers will change the vitality reading to 98/100, then 96/100, and so forth.

Why is this important?

When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied. A creature pet cannot be permanently slain and can survive with 0 vitality; however, a pet with 25% of its standard HAM is generally far from formidable (i.e. on a 10K creature, it would have 2.5K).

2. What is a vitality pack?

Vitality packs are made by Bio-Engineers, in the tissues tree. There are three types of vitality packs - A, B, and C. The power ranges from low (A) to high (C), although there is some overlap. The power has a direct influence on their restorative powers.

3. How do I use a vitality pack?

There are two ways to do this: activating the "Use Vitality Pack" option by selecting your pet in the datapad, and by targeting your called pet and double-clicking the vitality pack in your inventory. Both methods work; however, if you have multiple vitality packs of varying strengths in your inventory, you should probably use the second method (or the game will choose for you).

4. What do vitality packs do?

The only purpose of a vitality pack is to restore lost vitality, though some vitality will be permanently lost as a result. Depending on how much vitality your pet has lost and the strength of the vitality pack you are using, you may see anywhere from 1 to 20 points of permanent vitality lost. For example, let’s say your pet is at 92/100 vitality - you purchase and apply a 13+ vitality pack A. Your pet should then have 99/99 vitality, a gain of 7 vitality - but also a permanent loss of 1 overall vitality.

5. How do vitality packs work?

There are a number of common misconceptions about vitality packs, such as "you will only lose 1 point as long as the pack’s strength is the same or higher than the current vitality lost," "1 point of permanent loss per 10 points of current vitality loss," and "if you use a strong enough vitality pack you can avoid any permanent loss."

I do not have an equation for you (although if anyone can work one out from my data, let me know and I will add it), but what I can provide for you is a guideline for minimizing permanent vitality loss for common ranges.

6. So what type of vitality pack should I use, and when?

Overall, the most efficient means is to use vitality packs sparingly, and to use the most powerful range you can afford or find. You may or may not have an easy time acquiring the more advanced vitality packs - your best bet is to contact some of the more active bio-engineers on your server. Many do not stock the higher end vitality packs. The lower end of these ranges is fairly easily obtainable with mediocre components (~40-60% experimentation).

Here are the optimal ranges I have found for A, B, and C packs; this information is not guaranteed to be accurate, although I have yet to produce a contradiction. If you find one, I would like to hear about it.

13-38pt Vitality Pack (A or a low quality B):

Up to 8 lost vitality points restored with minimal loss*

50-70pt Vitality Pack (mid to high B or a low-mid quality C):

Up to 18 lost vitality points restored with minimal loss*

75-100pt Vitality Pack (mid to high C):

Up to 28 lost vitality points restored with minimal loss*

*The max ranges listed above are the most you can heal with that type of vitpack before you begin losing 2 or 3 vitality (or more). So, for instance, if you use a vitpack C at 72/100 vitality, your pet should have 99/99 afterward. However, at 70/100 (30 loss), the vitpack will only restore it to 98/98. It is also important to note that there is no noticeable difference in loss over these ranges - a 13pt A will be just as effective as a 38pt A in this range.**

**I do not have the resources to produce beyond a 65pt B or 92pt C, so the 70 and 100 maximum ranges are speculative. It is possible (though unlikely) that they may have a slight increase over the listed range.

7. General Q&A

Q: Does the type of vitality pack matter?

A: No, it does not - a 38 strength B will restore the same amount as a 38 strength A. However, each type of pack has a limit to how high (and low) it can go in strength. For instance, a top-notch vitality pack A maxes out at around 38 strength, while a mediocre B can be 45-50 or more.

Q: Does the power really matter?

A: Yes! You may not have an improvement if you are using them under certain circumstances, such as 8 or less missing vitality, but stronger vitality packs are generally better. See the section above or the raw data for more info.

Q: Does it matter what type of pet I am using it on?

A: No, I tested several points with full-grown CL30+ pets versus baby jax and anglers, and had identical results.

Q: Will my pet lose more vitality if his max is lower (i.e. 82/90)?

A: No, the only important factors are the current amount lost, and the strength of the pack you are intending to use. See the raw data for more info on this.

Q: What happens when I use a vitality pack that is lower than my pet’s current lost vitality?

A: Your pet will be fully restored to a new permanent vitality, but the penalty for this tends to be quite high (up to ~20 pts). See the raw data for some examples.

Q: My pet lost 50 vitality. Can I use two vitality packs, one after the other, to heal him?

A: No. The first pack you use will do the job, even if the pack is not strong enough, but you will suffer additional vitality loss.

Q: Is there any randomness in the amount lost?

A: It’s possible, but I have not seen any in my testing. I consider it unlikely.

Q: Can I use a vitality pack on a droid?

A: Apparently, you can do this, due to the fact that droids have a vitality stat now as well. I have not personally tried this, but I have been told that it works. Same rules should apply to droids as they do to creatures.

Q: I’ve heard you can avoid permanent vitality loss if you use a good enough vitpack, is this true?

A: No, I have tried to reproduce this and failed multiple times (including using a 92 strength C with only 2 points of loss), so I would dismiss this as a rumor.

Q: Can I use a vitality pack more than once?

A: No, all vitality packs are one use only.

Q: What should I do if my pet loses a LOT of vitality (30+)?

A: My suggestion would be to get the highest vitality pack you can find. Once you go beyond the ideal range for vitality packs, the permanent loss scales upward in a nonlinear fashion, and can get very large if you exceed the power of the vitpack. See the raw data for more info.

8. Bio-Engineer Q&A

Q: How do I make a vitality pack?

A: You will need a food & chemical crafting tool, the proper ingredients, and at least Novice Bio-Engineer with Tissues I (for Vitality A). You MUST also be near a private crafting station (or personal medical crafting droid) for the schematic to show up in the list. Vitality Packs are in the Tissues tab under Pharmaceutical (you may need to use the arrows to get to the Tissues tab).

Q: What kinds of Vitality packs can I make?

A: There are three types of vitality packs: A, B, and C (in order of strength).

A: The extent to which you can experiment on vitality packs depends very heavily upon the resources you put into it (like most crafted items). In the case of vitality packs, the resources are weighted based on Overall Quality(66%) and Potential Energy(33%), so look for good stats in those two categories if you are seeking good vitality packs. Note that unlike stimpacks, the liquid suspension and bio-controller currently have no impact on the end product, so you do not need to focus on them.

Q: Can you use advanced liquid suspension (ALS) and biological effect controllers (ABEC)? Do they make my vitality packs stronger?

A: ALS and ABEC will work, but they currently offer no advantage. This is because the LS and BEC components have no effect on the strength of vitality packs; they are only required as components. This provides you with the option of making vitality packs more cheaply by using regular components; however, it may be changed at a later point.

Q: What is known reactive gas?

A: Known reactive gas can be surveyed using a gas survey tool - the only gas usable for vitality pack B’s is anything in the category "Known Reactive Gas." Be careful to avoid Unknown reactive gas and Inert Gas of any type, these will not work. Reactive gas is fairly common and not tied to any one planet (it shifts around), so if you can’t find some, try some other planets. They are gathered with the standard gas harvesters.

Q: Help! I can’t find unknown radioactives!

A: You can survey radioactives with a mineral survey tool. Unknown radioactives are an uncommon resource - do not mistake them for the much more common Known radioactives which will not work. Like gas, they vary from planet to planet, so you may need to do some searching to find some. Often, none will be available at the time, and you will simply have to wait & keep an eye out. Radioactives can be gathered with a mineral harvester or a fusion generator - generators are more expensive, but much more efficient and cheaper (13-16+kg per hour w/maintenance cost, 0 power needed) than mineral harvesters (7-10+kg per hour w/power and maintenance cost).

Q: Can I make vitality packs in a factory?

A: Yes, you will need a food and chemical factory to do so. At the second to last step in creation, select manufacturing schematic (rather than create prototype), and then insert it into your factory using the radial menu*. Put the ingredients in the input hopper, add the power and maintenance as necessary, and start it up.

*If the schematic does not come up in the list when you access the factory, you will probably need to redeed the factory (this occurs when it was placed before the large October patch).

Q: My factory won't take my schematic!

A: First, make sure you have a food and chemical factory. Second, you cannot currently use schematics involving DNA or clones. Third, if neither of those is the problem, you probably need to re-deed your factory (see the * in the previous question).

Q: So how do I run a lot of vitality packs at once?

A: First you must factory produce some liquid suspension (LS) and biological effect controllers (BEC), so the serial numbers on them are identical. Next, make a schematic with those ingredients, and run your vitality pack schematic with all of your ingredients (including enough LS and BEC for the amt. of vitality packs you desire). Keep in mind that vit B take 2 LS, and vit C take 3 LS, so with 1,000 identical LS, you will be able to produce no more than 499 vit B or 332 vit C in any single production run (you lose at least one to make the schematic).

Q: What should I charge for vitality packs?

A: This is something you will have to figure out for yourself - look at your costs and the ingredient availability and go from there. Ask other BEs on your server what they charge, or see what your customers are willing to pay. If you absolutely must have something to compare, my general scale is 1k for A, 2k for B, 3k for C, though it varies a bit.

9. About this guide [or "How did you get this information?"]

Unfortunately, there is no easy way to gather this data, which is probably why it is hard to find any solid information on vitality packs. This left me with no choice but to do things the hard way, sacrificing pets for the sake of science.

So yes, many animals were harmed in the making of this guide. Specifically, 13 pets suffered a combined 862 deaths to produce the data, upon which this guide is based on. If SWG had an organization akin to PETA, they would be horrified .

Most were helpless, innocent baby jax, although there were a number of baby anglers and some grown pets in the mix. I would like to thank the huurtons of Dantooine for assisting with a huge portion of my tests, as well as many of the denizens of Endor.

Before you ask, no, I do not treat my pets like I did these guys . Although I must admit I am guilty of abusing my poor Kliknik for a couple tests, to ensure HAM was not a factor.

Why did I make this guide?

Well, mainly because I enjoy figuring things out, and this was a puzzle I have not seen solved. I am posting it here because there is not much point to gaining knowledge unless it is shared . The lack of solid information, as well as numerous erroneous facts and theories I have seen, many of them by knowledgeable CH and BE, convinced me that some concrete tests were needed. Originally, I was just going to provide my data and conclusions, but I decided to incorporate it into a guide encompassing all aspects of vitality packs.

10. Raw Vitality Data (63 total)

Due to the formatting and restrictions on this board, I am not going to try and post the raw data here (tried and it was not turning out well). However, you can view it as either HTML or an Excel spreadsheet at:

http://filebox.vt.edu/users/jebradf1/swg/vitdata.htm

http://filebox.vt.edu/users/jebradf1/swg/vitdata.xls

Both files are ~25kb, a very quick download. The spreadsheet is a lot more readable, but you will need Microsoft Excel to view it.

Message Edited by ArthurDentOnBria on 02-21-200503:29 PM

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

Q: I'm a non-CH and a tamed a BE creature clone, but it wont do anything I tell it to... Is it broken?

No, it just doesnt know ny commands because nobody has trained it. Take it to a friendly CH for training - non-CH clones do not need to know the transfer command to be traded.

Q: Can a BE make me a Cowardly Gurreck, Rock Beetle, Graul Mauler?

No, a BE can only make the clones that he has schematics for, given to him through the leftmost skill line called Clone Engineering.

Q: Ok, so what creatures can BE make?

See Sumorex's guide for a full list of BE creatures and their minimum Creature Levels

Q: Will you ever be able to make more than that?

There are no current plans that we have been made aware of to introduce new creatures.

General Tissue Questions

Q: Ok, enough about clones, tell me about tissues!

There are two types of tissues: tissues for food and tissues for clothes.

Q: What's the difference?

Food Tissues can enhance the duration and effect of foods when a chef uses them in the food crafting process. Similarly, Clothing Tissues can enhance the skills of the

wearer of the clothing when a tailor uses them in the clothing crafting process.

Q: What are Clothing Tissues?

Clothing Tissues are components that BE’s make that can be used in the creation of clothing.

Q: How does this work?

Well, many clothes require components called “Synthetic Cloth” and “Reinforced Fiberplast Panel” to make. BE Clothing Tissues can be used as an optional component in the making of those clothing components (did you get that?).

Q: So I can't put a BE tissue into a clothing socket?

Sorry, no. BE tissues are different from skill tapes.

Q: Which tissues can be used in what clothes?

Each tissue will only work in one of the two components – SC (“casual wear”) or RFP (“field wear”) as labeled on the tissues description. Certain clothes use certain amounts of one or the other component and some even use both.

Q: How many tissue enhancements can be fitted into one outfit?

Currently, multiple enhancements from two components of the same type (both SC or both RFP) will not stack on the same item of clothing yet (this is supposedly being fixed also), but everything else stacks properly (between items of clothing or on one item of clothing with an enhanced SC and an enhanced RFP). The total bonus for any one skill mod granted by tissue enhancement is +25.

Q: You're a dirty liar! My friend has enhanced clothes and his skills are showing a +58 bonus!

Sorry, the cap is +25. There is a display bug that makes it look like you are getting more, but according to the Dev's, you aren't.

Q: Enough with the technical stuff, I want to know what Clothing Tissue can do for me!

There are 8 different classes of Clothing Tissues each with a higher level and a lower level version. The 8 classes are: intimadation/warcry, injury treatment/wound treatment, bleed defense, stun defense/melee defense, cover, maskcent/camoflauge, taming wild creatures/taming viscious creatures, and dancer/musician wound healing. The higher versions in each class enhance the same skill mods, but they enhance for a greater amount each. Several tissues cannot be currently made in bulk because they also require rare and obscure resources.

Q: What is Secret Research Data?

ThunderHeart Wrote: Im told that there are probably one or two rare pieces of data in the game, but that the "secret research data" slot will be developed in greater detail in the future.

General Pet Med Questions

Q: What Pet Meds can a BE make?

There are 2 types of pet meds: Pet Stimpack and Pet Vitality Medpack.

Q: What is special about Pet Stimpacks?

Well, not only do they not require medicine use (i.e. anyone can use them regardless of medic skills) but they also heal the mind pool, which normal stimpacks, or “people stims,” cannot do. Pet Stims also run on a seperate timer than people stims, meaning that you can heal with both at the same time.

Q: Why is it that the highest level Pet Stim I can find is Pet Stim C’s?

Simply because D’s require fish which is very hard to collect in any amount, especially with good quality..

Q: What do Pet Vitality Medpacks do?

Pet Vitality Medpacks do not heal wounds. There is a fourth stat on creature pets called “Vitality” that is a condition stat and is lowered by a certain amount every time a pet is incapacitated by an enemy that normally deathblows. When this stat reaches below 75 the creature suffers a 25% reduction from its fully grown healthy HAM, when it reaches below 50 it is increased to a 50% reduction, and below 25 vitality is a 75% reduction from adult healthy HAM. Pet Vitality Medpacks work like repair kits for armor and weapons by refilling the vitality of the pet at some cost to the maximum vitality. Using higher grade vitality packs results in a lower reduxtion of a pet's max vitality.

A DNA Template is a component that every creature requires. Generic DNA templates can be used in any 'skin' and each take 5 DNA samples from any creature.

Q: How do I sample DNA?

You have to be within 15m of your target and hit your /sampledna macro. Your target must be a creature, must not be in combat, and not leave your 15m range before the process is completed.

Q: I made my first creature!

What do I do with it? Sell it, tame it, drop it in your house, or sample it for more DNA via the radial menu.

Message Edited by ArthurDentOnBria on 02-21-200503:41 PM

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

Grinding to Master BioEngineer - all you need to know Part 1 - By Xanda

Overview

Unlike other crafting professions, you will only be able to complete 3 of the 4 skill trees through crafting. The fourth skill tree, DNA sampling, is very time consuming and is difficult to macro AFK since each DNA sample is unique and cannot be stacked. Thus, your inventory fills fast and will need to be emptied often. Sampling DNA is dangerous, and the frequency of aggro is highest at the lowest skill levels. Also, sampling DNA will rapidly drain your Mind bar (particularly for us Zabraks) and that means that you will either need to buy lots of spice or chef foods in order to sample continuously.

Crafting Part 1: What to Grind and How

From Novice BE, grind Constrictor Cloths until you get Tissues I. In practice mode they will offer you 110xp per cloth. Then, grind Micronutrient Supplements up to Tissues 3 (same XP, but less meat required); requires a food & chemical crafting tool. Finally, grind Broad Spectrum Nutrients or Scent Camouflage from there until Master; requires sitting in front of a crafting droid or personal crafting station (not a public one).

Note: when you grind the supplements, use FLORA for slots 1 and 2, and use meat only for slot 3. If you double click on the meat first, it will fill slot 1 and then slot 3; meat is by far the more rare and expensive resource, so double click on it ONLY after the other two slots are filled with the flora.The total amount of resources is (approximately) 80k meat and 175k flora (this is not exact, but a good estimate). The meat gets very expensive very quickly. Save money by buying the worst meat and flora you can: the macro below prevents critical failures, so quality will not be important. The total XP required to complete all three crafting trees is 510,000xp. Average CONTINUOUS grind time >12 hours.

Crafting Part 2: Macro

I will openly admit that I did not write this macro. What follows for the remainder of this section is a macro written by someone else anonymously. I have used it and found it is outstanding. But, you MUST follow it to the letter. I have posted a couple of quick comments about errors and issues throughout the text. Please read this carefully and fully. I cannot provide support for the macro, but if you read the directions COMPLETELY, it works. Really. To whomever wrote this: thank you.

First, the macro file itself. Go to your desktop (i.e., exit the game). Open up notepad or MS Word and create a text file called "macros.txt" (or any other filename you want as long as you accordingly update future references to macros.txt to your file's name). Copy everything BETWEEN Start File and End File below directly into your blank text file and save.

Everything in between the markers beginning with "-----" goes into the file. Note that:

1) There should be no "space" at the end of any of the lines; all lines should end with a carriage return right after the semi-colon2) There should be no space between lines3) Capitalization matters! Do not change the capitalization or the macro will not workNow, save the file. Put this macros.txt file in your StarWarsGalaxies directory, usually C:\Program Files\StarWarsGalaxies by default.

This file creates what are called "aliases". Aliases are sort of like macros...only they aren't stored as macros in the CTRL-A actions list. Aliases are just a way of naming a group of individual commands so that you can then use the alias name itself as a command. If that's confusing, don't worry: it's not important to know that in order for this to work.

Once the attached file is in your SWG folder, you now have to load SWG. Once in SWG, you need to type:

/load macros.txt

If you named your file something else, then replace "macros.txt" with the file name you used. Capitalization matters. Incidentally, I'll go to the Ctrl-A area and create a macro called "LoadMacros" with /load macros.txt so that I don't need to remember this little command in the future).

If you take a look at the contents of the text file, you will see that there are 8 aliases created, Autocraft1 through AutoCraft8. Those "AutoCraft" commands will get your macro working. But just loading these aliases isn't enough...there's one more step.

Here's how to get it all working:

1. Create 8 crafting tools of the type you want to use for grinding. You can modify this process to use fewer, but you may have to adjust the pause lengths so you don't catch up to a crafting tool that hasn't finished the prototype from the last go around.

2. Go to one of your blank toolbars (using CTRL-F1 thru CTRL F6 to go through them). The first toolbar slot of a toolbar is always referred to in macros as toolbarSlot00. The 12th one is toolbarSlot11. If you show 24 slots on your screen, then they continue on the second row up through toolbarSlot23. Keep this all in mind if you go about modifying the macro file.

3. Drag and drop one crafting tool into each of the first 8 toolbar slots on the top.

4. Create an actual macro by going to the actions screen, CTRL-A, and switching to the macro tab then creating a new macro. In the macro, put the single command: /AutoCraft1

5. Give this macro a name and then drag this macro from your macro list into the 9th toolbar slot (toolbarSlot08). This is critical for your macro to cycle!

6. At this point, you are ready to begin crafting with the macro. It is recommended to be in an uncrowded place to avoid lag, etc. Hitting any key between F1 and F9 will at this point begin the macro chain. The macro boots the crafting sessions and gives you 5 seconds to load all the resources. It will then do a practice session on the item for you. The macro as it is provided here, selects the 158th schematic in your datapad. This is the broad spectrum nutrients for me.

You can get a rough idea of what your schematic number is by opening your datapad, go to the "Schematics" tab, and change the view so the schematics are in a list. Then, count upward starting at ZERO for the first schematic. When you hit micronutrient supplement, that should be your schematic number. However, I've found that technique varies usually by one or two slots. Run the schematic with the new schematic number you found by counting. If making something other than micronutrient supplements, go back to your datapad and find the object the macro is crafting. Then count up or down from that schematic to micronutrient supplement. Add or subtract from your original schematic number accordingly and then correct your txt file. This works rapidly and saves too much trial-and-error.

To change the amount of time you have to select your resources, change the "/pause 5;" that follows the select draft schematic command. The lower you go, the more chance you will have of skipping a "beat" in the chain - but the chain continues. Another trick is to put all of your unnecessary resources elsewhere like in a backpack, so you only have the actual resources you'll be clicking on available in your inventory as you use this macro.

If you actually want to create the items, "/createPrototype practice no item;" needs to be changed to "/createPrototype;" But your inventory will fill fast, just so you're aware.

If you want to modify these things, here's some info on how it works: The aliases AutoCraft1 - AutoCraft8 get loaded when you load the macros.txt file.

The first 7 of them call the next higher AutoCraft alias.

Each AutoCraft alias does the following steps: * Clicks on its corresponding crafting tool on your toolbar. * Selects the draft schematic * Gives you time to select your resources * Takes care of zooming through the rest of the crafting screens * Gives a brief pause to allow things to settle down before moving on The last step in each of the first seven aliases is to call the next one in line.

The 8th one, however, clicks on the 9th toolbar slot that should contain the macro you wrote which re-executes AutoCraft1 - starting the whole cycle over again. Trying to put /AutoCraft1; as the last command in AutoCraft8 will cause the game to display a message that says something like, "Alias Recursion Buster" stopped execution...which is to prevent an endless cycle of recursion in aliases. So the macro takes care of that.

Message Edited by ArthurDentOnBria on 02-21-200503:44 PM

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

To halt the macro, type /dump during one of your resource selection breaks and it will dump the paused chain of commands.

You can Alt-Tab in and out of the game to modify the macros.txt file and then when you return to the game, you can reload the file using: /load macros.txt

That will overwrite the previously loaded aliases with any updated versions of them. Okay...some other important things.

1. The macro WILL NOT load the ingredients for you. My limited understanding of the EULA is that this may violate SWG rules, and could result in banning. Doubt it could happen, but it is up to you if you choose to go that route. If you are interested in an AFK macro that will load the ingredients automatically, go to: http://swgguide.com/x340/ I have never used these, so I don't know how they work other than they are 3rd party applications.

2. You must double click on the ingredients to load them.

3. You will see the message, "Failed to craft item! Crafting Session Ended!" spammed on your screen while you are running the macro. Don't worry: this is normal and means the macro is working. To reassure you, you can see the timers above the crafting tools appear in succession and your XP will increase (but only if you loaded ingredients into the tool: the same message will appear even if you load nothing into the tool, but XP will be zero and there will be no countdown timer).

4. If you fail to double click on all the ingredients in time (particularly if you see a "Loading..." message in an ingredient slot), you may get an error that says "Schematic Failed to Load". Just click out of the box and continue on your way: however, you did not get XP for that craft, but on the other hand you didn't lose resources either.

5. To stop the macro, type "/dump"

6. Rarely, the macro will "catch up to itself" and you'll get a message that says "You are already crafting!" Click okay and move on.

7. This macro bypasses any potential for critical failures. You will NEVER crit fail with this, so it is exceptionally efficient and can be used for any crafting profession. However, it bypasses the ability to experiment, so be aware of that too.

8. If you want more XP, buy Ornachek from a chef: it will increase your XP for the next 20-odd crafts or so. Cool, eh?

9. Oddly, if you leave the macro running, you will not get logged out. Also note that MANY people are reporting a crafting XP bug since Patch 6 came out where suddenly, randomly, you stop receiving XP. If this occurs, immediately log out and then back in again. Your XP should reappear or at the least should start re-accumulating. KEEP AN EYE OUT ON YOUR XP OR YOU'LL CRAFT A LOT, LOSE RESOURCES, AND NOT GET XP!

DNA Sampling Part 1: What to Grind and How

Be aware that there is no "practice" mode and that each successful DNA sample will be placed in your inventory. That really puts the kibosh on your sampling rapidly. Combat is likely as most critters get irritated after some time of being poked with a needle and will aggro. And, it seems that some of our needles are laced with InstaKill as many critters fall over dead after anywhere from 1-6 samples. Note that if you sample a critter to death, you CANNOT then extract resources from it. So, apparently the DNA needle also simultaneously sucks out all of the hide, meat, and bone from the critter. Go figure. I'd recommend several things:

1. Buy armor...But get it sliced because the encumbrance will ding your mind pool and you need that for sampling

2. Buy three vehicles for quick escapes when the critters aggro. You can then disengage them, return, and resume sampling. Right now all vehicles need to be called from camp, so buying crates of camps is a good idea to call vehicles as their maintenance is used up. However, there is a patch in the works that will relieve this requirement and the camps will no longer be needed. We'll see if and when that happens.

3. Get yourself some food or spice. Muon Gold has always been a staple for bolstering the mind for uninterrupted sampling. However, it has a nasty withdrawal and the chef food Smuggler's Delight is still buggy and doesn't seem to lessen the downer. Nowadays there is also Vasarian Brandy made by chefs: no withdrawal at all and can bolster the mind up to 300 points per serving (more or less). The problem is it's pretty expensive by the crate, so make a deal with a chef to provide them your tissues and they'll probably cut you a deal. Vagnerian Canap is also great since it bolsters willpower. Also, be sure to get some Ornachek as it can bolster your XP per sample for about 20 samples. Not too shabby.

4. Go up the Scout skill tree to Scout 4: mask scent is essential for getting higher level DNA samples (=higher XP), and the terrain negotiation can help you burst run (in case you can't remember where you parked your vehicle).

5. Have a MBE make you two tissues of something called Scent Neutralization. The combined bonus of the two tissues should be sewn into clothes; they provide a bonus to mask scent. However, that bonus caps at +25 no matter how many items of clothing with bonuses you wear! So, be aware of that.

6. To improve your DNA XP, use your sampled DNA and craft Generic DNA Templates but make sure it's in practice mode. It will give you 10% extra XP and will empty your inventory.

For whatever reason, there is no command in the Ctrl-A menu for sampling DNA. So, you'll need to create that first. The command is /sampleDNA. You cannot sample babies, pets, humanoid types (ie, the Nightsisters), dead critters, or creatures (in general) with >13k HAM (which usually are >CL70) (again, you may get the occasional sample, but for a grinder these will be too few and far between). The three major sampling techniques are:

* Outside cities, sample all the trash. It regenerates quickly. It's widely available. It's low risk. But, do remember that each DNA sample counts against your inventory, so your inventory will rapidly fill. XP is slowly accumulated (about 50-100xp/successful sample). Mirrl advises: If sampling "trash" get yourself a guard trained pet and use it. Don't bother trying to sample anything tougher than "trash" until you get to Sampling 2/3. Then I'd suggest Picket Longhorns on Dantooine. With longhorns always go for the non-females first as they are social and the females are not. In addition I'd suggest running over fighting. They don't DB and generally you'll waste less time being knocked unconscious than trying to kill a lair full. (They don't DB)

* Adventure planets, sample aggros. This is not recommended until you've made it to DNA Sampling 3 since your success rate will be lower in the beginning and your risk of aggro is much higher. Aggro equals decay now, so be cautious. There is a cap on CL sampling, though; avoid anything >CL 70 (and really, you shouldn't sample that until you have DNA 3). Death is common, but the reward per successful sample is great (>300xp/successful sample).

* Running missions is a third option that has become viable courtesy of creature mounts and vehicles. You get a lot more creatures to spawn at a consistent CL and get money as well.

DNA Sampling Part 2: Macro

WildWildMan suggested the following macro which I haven't used, but others state is very good. Verbatim:

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

BE pets are a balancing act with 5 DNA samples and up to 10 experimentation points. You begin with 5 DNA samples, which must be placed across 5 characteristics, physique, prowess, mental, psychology and aggression, to create a template. Once the template has been made you may spend your experimentation points as you wish on these 5 characteristics up to their maximums. In this document any predictions for values will be for the maximums. The initials values generally fall into the 60-80% of maximum range. It is not clear to me why they are some times closer to 60% and some times all in the 80-85% range. Once you have spent all of your experimentation points you get the final template. Pick a "skin" and add into it the final template plus meat and flora food to create a creature. It sounds fairly easy but none of the DNA samples contribute to just one thing and so it generally ends up a balancing action to get the creature you want. These 5 DNA samples will control HAM (Health/Action/Mind), armor, resists, damage, attack speed, chance to hit, ranged attack, 2 different special attacks and the creature level. The skin you pick will determine the creatures run speed, minimum creature level and whether its "agro" (i.e. could it ever be a non-CH pet and does it deathblow).

DNA Sampling

The profession does not come with a built in macro for doing DNA sampling. Bring up the macro page and add a new macro with /sampledna. There are two kinds if creatures you need to worry about agro and not. Creatures that are not agro can be approached without the scent mask skill (Scout exploration line). I'd still suggest having it up as approaching my still alarm them and cause the sample to be more difficult. Please note that ALL creatures can agro you while your sampling. Your first clue off this will be the creature hitting you. Its good to be aware of which creatures are social as nearby creatures of that type will also attack you if you attack back. It is important to know which deathblow as you do not want to risk being incapacitated by them. Make sure you burst run from any creature that DB's and that you have scouted an escape route. I'd suggest a route that leads right into a group of non-aggros. Agro creatures must be approached with the scent mask ability up. As the CL of the creature your approaching increases the more caution you need to take in the approach. The first thing to remember is that walking is better than running and crawling is better than walking for the approach. While sampling you are better off kneeling than standing. Really dangerous creatures should be approached from behind while wearing a suit of scent neutralizes clothing. (Please remember than +25 is supposed to be the max bonus you should be getting out of these clothes) I'd also suggest have a macro ready (that does /stand; /pause 1; /burstrun) in case your aggrod. Steep hills and other terrain can also help you get away without needing to waste your burst run. Some people also have luck approaching the creature by vehicle with scent masked. Then hitting a macro (It needs the full vehicle name, e.g. /mount speederbike to get away. If you're a ranger the camo kits can also be very useful. Alternately you can see if any of the MBE's on your server have a vendor where they sell DNA they have collected. However you're going to work make sure you have LOTS of inventory space. Make sure your wearing a backpack and get 3 droids with inventory space. (Preferably 10 spaces per droid). In total this should give you 140 inventory slots. You will find you'll need it because DNA does not stack and you need a lot of it. I'd also suggest bringing a cheap shield generator and muon gold as both can help make this easier.

Experimental Increases

There are 5 places to experiment. Physique controls fortitude and hardiness. Prowess controls endurance and dexterity. Mental controls intellect and cleverness. Psychology controls dependability and courage. Aggression controls fierceness and power. When you experiment on one of the slots the related attributes will increase. Please note that when you critically fail experimentation it is common to see one of the related attributes to go up, one to go down and one unrelated attribute will also go down. If you have already maxed out the slot related to this third attribute, you will not be given the option to experiment it back up. BE experimental failure seem to be as high as 20% with good crafting tools and good private crafting stations, so be careful. Please note that it is normal for 1 of the 2 attributes to max out during experimentation long before the other one. For instance I frequently see fortitude max out long before hardiness. The following system works fairly well to determine the expected increase for a success on experimentation on all of the slots except psychology. (It usually works for 1st generation psychology, but not always then)

Each of the HAM attributes (Health/Action/Mind) is affected by the inputted DNA samples. However the only way to affect Health positively in experimentation is to experiment on physique. The only way to effect Action positively is to experiment on prowess. The only way to affect Mind positively is to experiment on mental. The following show how the DNA slots affect the initial/final outcome. Health is determined by hardiness. Hardiness is determined by the physique algorithm, physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. 500 will give you about 9000 health. (Final combine randomizes this a bit)Action is determined by dexterity. Dexterity is determined by the prowess algorithm, physique 25%, prowess 42%, mental 17%, psychology 8.5% and aggression 7.5%. 500 will give you about 9000 action. (Final combine randomizes this a bit)Mind is determined by intellect. Intellect is determined by the mental algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%. 500 will give you about 9000 mind. (Final combine randomizes this a bit) As you can see each of these stats is effect to varying degrees by all 5 DNA samples entered into the samples. Of the three stats Health is usually considered the most important for a pet, action the second most.

Armor and Resists

Armor is determined by fortitude. If the fortitude is over 500 you get armor, under and you don't. Fortitude is determined as follows physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. To experiment fortitude up you put experiment points in physique. Please note that it is common for fortitude to max out before hardiness. Once fortitude stops moving upward on a successful experiment of physique then fortitude is maxed out.Resists are a little more complicated. Resist are a little more complicated. To start with there are 8 resists, kinetic, energy, blast, heat, cold, electric, acid and stun. Each of these resists can come in 3 flavors effective, special and vulnerable. Vulnerable will show up as such on both the creature and the DNA samples. Effective and special resist can only be determined by examination by someone with sufficient creature-knowledge (scout and ranger ability). The stats for wild creatures can also be found on web sites such as http://www.swgcreatures.com. The SWG official explanation for armor and resist can be found at http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals. Basically effective and special resist damage in exactly the same way. They do not however work the same way with respect to the BE cloning process. Vulnerable acts as a -99 special resist. Resistance is determined by the standard physique determination algorithm, physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. However specials resists always override effective resist making the effective resist act as a 0 for the calculation. If the final resist is negative then the resist will be marked as vulnerable. Please note that effective resist will come through with part of its value. It will then require physique experimentation to bring it up to its full value. It cannot be brought over its final value by experimentation. It will also go back to 0, when fortitude goes over 500 and armor is achieved. Further experimentation will cause it to go up again. Additionally effective resists may be brought over their determined figure by a great result on the final combine. Special resists will always be at their determined amount and are unaffected by experimentation. Please note that kinetic and energy have a BE ceiling of 60 and the rest seem to have a ceiling of 100. Examples of the resist calculationphysique/prowess/mental/psychological/aggression = resist15E + 15E + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15E15S + 15S + 15S + 15S + 15S = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15S15S + 15S + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 0 + 0 + 0 = 9.75 = 9S15E + 15E + VLN + 15E + 15E = 0 + 0 + -99*0.05 + 0 + 0 = -4.95 = Vulnerable15S + 15S + VLN + 15S + 15S = 15*0.4 + 15*0.25 + -99*0.05 + 15*0.05 + 15*0.25 = 9S

The system will not currently track effective vs. special resist for you so you will need to track it yourself. This means that it will not show up in the DNA sample. If you lack the Scout abilities to determine this then your best bet is to go to http://www.swgcreatures.com.

Damage, Attack Speed and ToHit

Damage is determined by power. Power uses the aggression algorithm, physique 17%, prowess 16%, mental 8.5%, psychology 16.5% and aggression 42%. You can multiply the power by 0.8 and round up to the next multiple of 10 to get a rough estimate of the lower damage limit. The upper damage limit is usually 10 points higher than the lower damage limit. (I have had both 55-65 damage and 70-75 damage, so these are just guide lines)Attack speed is determined by courage. Courage uses the psychology algorithm, physique 9%, prowess 5%, mental 26%, psychology 43% and aggression 17%. The speed is usually close to 2.5 - (courage rounded up to the next 10)/1000. ToHit is determined by cleverness. Cleverness uses the mental algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%. The ToHit is usually close to 0.19 + cleverness/1500.

Ranged Attack, Special1 and Special2

The mental DNA inserted determines ranged attack for me with a high degree of certainty. However several people have managed the same affect using the psychology slot. The DNA sample is question needs to have the ranged ability. The chance of transference then seems to be based on the quality of the DNA sample. I have reliably gotten ranged attack to come through when the only ranged DNA sample was in the mental slot and was of very high quality.The general belief is that by preference special 1 comes from aggression and special 2 from psychology. Please note that they do not have to come from the same DNA slots. Multiple copies of an attack seem to cause a preference for that attack. Slots lacking specials seem to shift the specials off to other slots but do not make it definite that an attack will come through. Invalid specials (Area-Of-Effect such as plague strike, poison spray, open wounds) seem to express themselves as empty specials. By this I mean that if an invalid specials is picked for the special attack slot will come through as missing a special for that slot. This can mean you are likely to get no special for 1 or 2, as appropriate.

Creature Level

The short version is we don't really understand the algorithm that is used. The hope would be that CL would take all of the above into effect. Practically however it seems to mostly depend on damage, resists and the CL of the donors. In addition the CL determining algorithm is supposed to change soon. This makes most of our current guesses fairly pointless. Please note however there are a few important levels from a sales perspective. CL10 is the non-CH level. CL12 is the novice CH level. CL23/24 is the "triplets" level for an MCH. (23 + 23 + 24 = 70). CL35 is the "twins" level for an MCH. (35 + 35 = 70). CL 60-70 is the single large, hay look what I've got level. You also need to watch out for agro templates when combined with CL 60+ creatures. To control these you need some form of aggressive bonus. The two standard places to get these bonuses are the Wookie racial bonus and taming bonuses from clothing. (The second comes from our tissue line)

Template Level

Templates have the same quality characteristics that DNA samples have. (Poor, below average, average, above average, high and very high) We assign numbers to them Poor = 0, below average = 1, average = 2, above average = 3, high = 4, and very high = 5. A DNA template will have a quality, which is the average of its 5 samples rounded down. This means that it takes 5 very high quality samples to make a very high quality template. It also mean a 1 above average, 3 high and 1 very high quality samples will make a high quality template. There seems to be some advantage to using higher quality templates when doing the final combine. It also seems to affect the type of DNA gotten for nth generation DNA samples.

Currently the colors on some pets do not seem to stick once tamed. Kimogilas, Rancors and Jaxs are believed to have this problem. Razor Cat, Angler, and Kwi have all been confirmed to not have this problem. The problem will only manifest itself when the pet is tamed. As a statue the pet will show its color. On all pets the color seems to be absent in the datapad. In addition the examine function from the scout line seems to produce odd results. Skin also seems to effect whether the ranged attack from the template can actually be used. Apparently only skins, which have wild creature with ranged attack, can actually use ranged attack. Skins where the creature the skin is named for have ranged attack are, angler, bagaraset, blurrg, bocatt, cu pa, dune lizard, kliknik, shear mite, squall and vesp. Skins which have ranged version but it is not the names creature are hermit spider (hermit spider queen), bolle bol (bolle bol colt), dalyrake (dalyrake matriarch) kwi (rhoa kwi guardian), merek (toxic merek battlelord) and kimogila (giant dune kimogila).

Message Edited by ArthurDentOnBria on 02-21-200503:55 PM

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

For assorted reasons you may wish to make a generational creation. It is currently possible to sample DNA from creature you have created. There used to be a bug where the cleverness of a sample from a creature you had created would be 0. This seems to no longer be true. We no longer lose cleverness as a result of the generational approach. Any time you sample the DNA sample will have lower stats than the creature it came from. Even with 10 experiments points it seems to be impossible to max every stat to try and regain the original creatures stats. This allows you to reduce the stats (HAM/Attack Speed/Damage/To Hit) while maintaining the resists and special of the creature. Armor becomes an interesting problem in this procedure because of the need to maintain fortitude over 500 while reducing the rest of the stats. The end goal of this process is to maintain the characteristics you care about, while losing the ones you don't and achieving a lower CL level. It can also be used to combine vulnerabilities for resists you don't care about. Vulnerability to everything except kinetic is a common goal for PvE pets. You can even use it in conjunction with first generation DNA for certain feature you care about. If you want to introduce certain specials but don't have a donor with those specials and the armor/resists you want? Make one. This is especially important in the aggression slot, which strongly affect both armor and specials. Make a first run creature to be your aggression donor and then feed it back into the mix (mutant, mutant, deaths head, deaths head, deaths head) gives strong poison, strong disease and ranged attack. However the armor has been severely weakened. (29, 39, 65, 65, 65, 19, 19, 19, 19). Feed that back in (mutant, mutant, 2nd, 2nd, 2nd), you get to keep the strong poison, strong disease and ranged attack but the armor is now (39, 52, 70, 70, 70, 22, 22, 22, 22). It's a lot of additional work but it may be worth it to you. You should also note that I have never gotten a better quality sample out of a creature than the template it came from. So it took very high quality template creatures to get very high quality DNA samples. Non-CH petsThere are several pieces of the puzzle of CL which are as yet undetermined and so there is no easy formula for working this out. This means you will go over some times. Don't despair too much however. Novice Creature Handler's now have a CL12 limit, making them a good market for you near misses. However many of the pieces shown above can be used to help get under the limit or at least close. The first is that damage over 40-50 will frequently knock you out of CL10. As a result, unless you are working with very low power DNA any experimentation in aggression is likely to throw your results out of the non-CH range. In fact it is best to pick all low power samples for an attempted non-CH template. Make sure you put a very low power sample in the aggression slot. Your goal is to get a power of 50 or lower. Vulnerabilities also seem very useful for lowering CL. My favorite is the lesser dewback, which is CL 9 and has vulnerabilities to just about everything except kinetic. Since a non-CH pet is almost useless PvP kinetic is by far the most important resist. You also want to keep the HAM under 4K. You can do this by keeping hardiness, dexterity and intellect under 250. Several people have found that keeping fortitude under 100 help keep the resists down to manageable amounts. I have problems getting any non-CH with ranged attack and personally since most non-CH pets are PvE I do not find giving them ranged attack to be useful anyway. Since health is the most important characteristic I would suggest putting high hardiness samples in physique and prowess. Use low level samples everywhere else. If you can manage it try for a poison attack, as it is the best PvE DOT.

Thanks

I'd like to start with a very large thank you to Sumorex, Tal-N, Armok, KillerCRS, Grelgen, Plageron and Talthazar for coming up with details and confirmation for what I've tried to co-alate. Any mistakes found here in are certainly mine. I'm also going to preface this some of the links I find almost indispensable. I'd also like to thank Armok, TsiyaAma, OuterRimScout, Waaza, BntyHntr77, Karsus, JivanMukti, Nemthang, Momobear, Anarrion, Yalton and Kevm for feedback on the first rough draft.

Message Edited by ArthurDentOnBria on 02-21-200503:55 PM

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

Some of y'all have seen my previous posts on trying to provide a formula for predicting specific events in the DNA templates, and I'm going to add some more. These are rough and not 100%. I'll try to give you ideas of when it doesn't work and the shortcomings of the system with each section. All of these have been rather useful in choosing DNA for specific slots with a specific goal in mind. I'll cover the basics of DNA placement, template experimentation results (in part), experimentation caps for a given suite of DNA, and template resists. Again, these aren't 100% accurate, but I typically get within 1 or 2 pts of the actual value. As I play around more with the system, I'll expand this to cover DNA Template to Creature predictions.

The Basics of DNA

DNA is composed of 23 individual stats. 10 characteristic stats, 1 armor stat, 8 resist stats, 2 specials, 1 ranged, and 1 quality. When the 5 DNA are combined into the template it results in the same 23 individual stats being melded together; however, there are only 5 categories upon which you can experiment. These 5 categories effect specific stats when experimented upon as such:Physique : Hardiness, Fortitude, Armor Rating, and Resists (to some extent) Prowess : Dexterity and Endurance Mental : Intelligence and Cleverness Psychology : Dependability and Courage Aggressiveness : Fierceness and Power

The Basics of Experimentation

When experimenting, there are at least two checks that occur on a template's statistics... one for each stat pair associated with the category. So if you experiment on Mental, then there is one experimental check for Intelligence and one for Cleverness. These two results are melded (somehow) to return a general experimentation result. On a Great Success you should see Intelligence and Cleverness both go up because you had at least a Great Success on each of the two checks. This combination of results into one message is why we see oddities in the system, such as a Failure on Mental raising Intelligence and lowering Cleverness. This seems to reflect that a Great Success occurred on Intelligence and a Critical Failure occurred on Cleverness. With that all being said, a Great Success on a category should have the following effects:

PhysiqueHardiness and Fortitude increase If Fortitude exceeds 500, the template might pick up Light Armor (seems to depend on having light armor DNA in specific slots, but I haven't narrowed it down to guaranteed slots) 0 resists typically increase (this is problematic and doesn't always occur) Resists with a number to them from the initial template combine typically don't increase (though I have seen some that do... again very problematic) If Light Armor appears AND you have had resists climbing with each experimenation point, the resists that were climbing usually revert back to zero.

ProwessDexterity and Endurance increase

MentalIntelligence and Cleverness increase

PsychologyDependability and Courage increase

AggressivenessFierceness and Power increase

Experimenation and how it increases stats

I don't have this whole system mapped out, but I can make a general prediction of what happens to the numbers when you achieve a Great Success on a particular category that does NOT reach a maximum value on either pair. This formula, when coupled with the formula for stat caps coming later, should allow you to more effeciently use your experimentation points... we never seem to have enough for those do we! For this demonstration, I am going to use a specific category to avoid confusion. It works for all categories though, all you have to do is plug the pertinent category's stats into it (remember to plug the opposite stat pair into the top of the ratio!).

Physique: Hardiness (H) and Fortitude (F) using their current values before this specific experiment. Round mathematically on the final number.

This only works for Great Successes on stat pairs that do NOT hit a maximum on either category. This does not work for Psychology predictions using 2nd (or higher) generation DNA.

Maximum stat values

Eventually as you experiment a category up the two statistics covered will reach a maximum value. Further experimentation ends when BOTH of the stats reach their perspective maximum values. This is important to consider for several reasons. The first is that you want to be able to predict the final value of very important stats like Fortitude so you don't make a DNA selection which causes you to fall a few points shy of unlocking Light Armor. The second is being able to weigh which DNA to put into which slot in order to achieve a maximum value in a specific category... the formula are varied enough that simply plugging the highest stat pairs into their perspective categories is NOT enough to insure the results you want. Not all of these are infalliable but I will try to give some guidelines for problems I've had... and will update this as my data increases allowing to me fine tune the equations.

I will put these in Schematic Percentage format for ease of viewing. To transpose them into an equation you simply multiply the stat by the percentage and then add up all of the results. Leave the rounding til the end, as more errors can be introduced by rounding before it is all added together. Remember these are NOT the stats of the template but a prediction for the MAXIMUM value you can experiment the stats up to.

This is one of the most problematic categories because of oddities with light armor and strings of 0 effectiveness. I haven't been able to 100% predict when the resists will rise with Physique experimentation, and many of us believe the resists rising are a result of a bug which is causing the kamurith super-pets.

With that being said, you can get a pretty good idea of what your template will have for resists by using the following formula for each resist category. They are all driven by the same formula.

Again, this formula whacks out when dealing with certain DNA (nocuous kamurith in particular)

Message Edited by ArthurDentOnBria on 02-21-200503:57 PM

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

ArthurDent - former Bio Engineer, Tailor, and Droid EngineerAccount cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005custom tailoring and droid orders welcome. "making Evil products since July 2003"Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%